GM Cwethan |
Ralph nearly catches a flight of bolts, but the quick reactions of Rogar and Hassam are able to ensure that the Muckruckers and the Pathfinders aren't caught unawares.
As the deluge continues though, it becomes clear you'll have to Run For Cover; you must lead your allies away from this killing field!
Predict Attacks: Sense Motive
or Zigzag: Acrobatics
Ralph~ |
Ralph tries to zigzag through the field.
Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
Undiana Jones |
As the group heads out to begin their missions, Undy casts Overland Flight (9 hours), False Life (9 hours) on himself, and also taps himself with a wand of Mage Armor (1 hour). In addition, he casts False Life (9 hours) and Mage Armor (1 hour) on Riddy. And he'll cast Message on the entire group.
False Life, Undy: 1d10 + 9 ⇒ (5) + 9 = 14
False Life, Riddy: 1d10 + 9 ⇒ (6) + 9 = 15
First obstacle
Reflex: 1d20 + 9 ⇒ (13) + 9 = 22
Second obstacle
Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18
Ralph~ |
Ralph tries to find an optimal route. "Quick, follow me!"
Perception: 1d20 + 14 ⇒ (6) + 14 = 20
(Or not)
Dioneo II Starnon |
Dioneo, not so fast to react, tries to help Ralph...
Perception: 1d20 ⇒ 19 Well... ^^
Davorin Blackridge |
Davorin begins looking for the best route possible, "As a team Ralph - try not to go off alone!"
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Undiana Jones |
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
"I wonder which way we should go..."
GM Cwethan |
No single Pathfinder is able to chart a safe course, but with careful teamwork, you're able to figure out the path of least resistance.
Still, it will require carefully coordinated movement, else you and the Muckruckers might end up rushing to your deaths...
"On My Mark": Diplomacy check
"Go Go Go!": Intimidate check
Ralph~ |
Ralph starts yelling out for everyone to hear. "Ye gits! I don't wanna have to tell ya twice! We all are gonna get outta this. Now come on and get moving or I'll take care of ye' myself!"
Intimidate: 1d20 + 17 ⇒ (20) + 17 = 37
GM Cwethan |
Reminder to everyone except Undiana Jones (<3) please fill out all of Slide 2 including your preferred location in Marching Order :)
Ralph's commanding bellows get the Muckrucker's moving in an almost eerie harmony.
Unfortunately, the charge fragments as boulders rain down, shattering wagons and showering the area with debris.
These broken wagons and other barriers block your way to the fort - you'll have to Break Through Combat maneuver check or Dismantle Them Disable Device.
Dioneo II Starnon |
Straight after Ralph's impressive shouts, Dioneo makes himself figuratively bigger as his hair begin to blaze with fire. His baritone voice barks more commands to the lingering pathfinders.
"OFF YOU GO, LARVAE! Run or I'll burn your arses to ashes!"
Intimidate: 1d20 + 20 ⇒ (9) + 20 = 29
Rogar Valertis Alastoris |
Having followed the others through most of the killing field, Rogar seizes teh initiative trying to smash through the barricades...
Combat Maneuver Check: 1d20 + 14 ⇒ (14) + 14 = 28
Hassam al-Rashid |
Hassam takes a moment to look for good spots to toss the rope over.
ranged attack: 1d20 + 12 ⇒ (13) + 12 = 25
Davorin Blackridge |
Davorin also takes a rope and tosses it skyward, hoping to find purchase.
Ranged Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Ralph~ |
Ralph joins the flurry of ranged attacks with the rope.
Ranged Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Undiana Jones |
Earlier checks if still relevant
Undy's not much for Intimidation but he still does his best.
Intimidate, Aid Another: 1d20 - 2 ⇒ (20) - 2 = 18
Then, what's this? A barrier!
CMB: 1d20 + 2 ⇒ (2) + 2 = 4
Undy grasps the rope and throws it over the wall.
Ranged attack: 1d20 + 7 ⇒ (14) + 7 = 21
GM Cwethan |
Once you're over the walls it's trivial to open the gates for the Muckrucker's to follow after! They take the fight to some of the skeletons, but the nastiest knot of resistance awaits you in the courtyard...
A semicircle of what looks like robed skeletons ready sickles and strange spiny darts for your attack. Close-up, they appear to have no form of their own, as though the surrounding mists are what animates their cloaks and weapons. There is, however, under the hood of each cloak, a floating human skull—a bleach-white, bony visage with empty eye sockets that somehow speak of the creature’s undying determination. Knowledge Religion to identify
Dioneo: 1d20 + 10 ⇒ (17) + 10 = 27
Rogar: 1d20 + 6 ⇒ (14) + 6 = 20
Hassam: 1d20 + 13 ⇒ (10) + 13 = 23
Davorin: 1d20 + 2 ⇒ (17) + 2 = 19
Ralph: 1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 7 ⇒ (12) + 7 = 19
1d20 + 6 ⇒ (14) + 6 = 20
Bold may go!
Dioneo
Hassam 30' radius of Morale bonuses
Rogar
Black Echelon Operatives
Davorin
Ralph
Undy
Hassam al-Rashid |
No know religion
Taking the undead threat seriously Hassam casts haste and yells to his fellow Pathinders "Charge!"
Casting Haste and inspiring courage.
If you are within 30 feet of Hassam you get +6 to hit and +5 to damage, outside of 30ft it's only +4/+3 (Haste, Courage, Flagbearer)
Dioneo II Starnon |
Knowledge Religion: 1d20 + 5 ⇒ (8) + 5 = 13
Dioneo looks at the animated dead and jawns. Wide wings of fire unfurl from his back and slowly lift him up and a bit forward.
Swift to manifest the wings, move 20 feet, 5 up, 15 forward.
He says a few words in draconic and Rogar appears in front of an undead.
Using my hex of "Heaven's Leap" on Rogar.
Rogar Valertis Alastoris |
As could have been expected Rogar waits for his friends to cast tehir spells and then charges forward, smashing into the nearest skeleton...
Power Attack roll: 1d20 + 20 + 4 + 2 ⇒ (6) + 20 + 4 + 2 = 32 → Damage roll: 2d6 + 16 + 9 + 3 ⇒ (5, 6) + 16 + 9 + 3 = 39
Charge! Sword is adamantine and magic
GM Cwethan |
It's worth noting that Dioneo actually teleported you adjacent to that Black Echelon Operative, so you could have full attacked. But...
Rogar's mighty blade tears through the mist and robes that support the foul undead, and its sickle clatters to the ground breaking the stillness that had surrounded it.
Stillness surrounds Rogar as the noises of the night once more fall away into nothingness. The undead's blades reach for him, laughably slowly, but his blade is similarly sluggish to respond, and their blades slip through cracks in his armor.
Sickle: 1d20 + 7 ⇒ (20) + 7 = 27
Slashing: 1d6 + 2 ⇒ (6) + 2 = 8
Confirm?: 1d20 + 7 ⇒ (11) + 7 = 18
Extra Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Sickle: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Slashing: 4d6 + 3 ⇒ (2, 1, 1, 4) + 3 = 11
The other horrors slink closer, flinging a hail of spined darts at Angel and Davorin, catching them unawares, and leaving them prickling with wounds that ooze some sort of foulness.
Dart @ Angel: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 2 + 2d6 ⇒ (1) + 2 + (3, 3) = 9
Dart @ Davorin: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 + 2 + 2d6 ⇒ (3) + 2 + (3, 2) = 10
Dart @ Davorin: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
Damage: 1d4 + 3 + 3d6 ⇒ (3) + 3 + (6, 2, 6) = 20
Confirm?: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
Extra Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Dart @ Davorin: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
Damage: 1d4 + 3 + 3d6 ⇒ (1) + 3 + (4, 3, 1) = 12
Bold may go!
Hasty
Dioneo
Hassam 30' radius of Morale bonuses
Rogar -15, Silent
Black Echelon Operatives
Davorin -20, DC 16 Fort or Sickened and Cha Damage: 1d2 ⇒ 1
Ralph (Angel -9, DC 13 Fort or Sickened and Cha Damage: 1d2 ⇒ 1)
Undy
Undiana Jones |
Undy, Knowledge (Religion): 1d20 + 15 ⇒ (1) + 15 = 16
Riddy, Knowledge (Religion): 1d20 + 11 ⇒ (8) + 11 = 19
If this is good enough to give me any information I'll request, in descending order of preference, immunities, resistances, special attacks, special defenses
Hassam CL check vs Riddy SR 13 for Haste: 1d20 + 9 ⇒ (8) + 9 = 17 Riddy is hasted
GM, sorry to slow things down but will wait until finding out the result of the knowledge check. Undy's spells are mostly keyed to various elements. Also, from your description it sounds like perhaps they are incorporeal? Do they look like creatures that can be knocked prone?
Hassam al-Rashid |
Hassam strolls forward, activating arcanee strike and takes a powerful stab at the yellow undead.
the stabbening: 1d20 + 21 - 2 ⇒ (3) + 21 - 2 = 22
magic, piercing, cold iron, silver, adamantine damage: 1d8 + 24 ⇒ (6) + 24 = 30
I didn't know anything about silence so Hassam's performance is his default audio.
(+1 to hit from haste. +2 to hit/damage from flag if you're within 30ft and +3 to hit/damage from inspire courage if you can hear Hassam. +6/+5)
GM Cwethan |
Riddy recalls reading an old Chronicle where undead matching this description struct some vulnerable places in Absalom. Apparently they're the spirits of infiltrators from an invasion long past, still attempting to destroy this city. Despite their appearance the mist is just solid enough to grant blades purchase they aren't incorporeal. Aside from the typical immunities inhererent to their unliving condition, cold apparently has no effect on them.
Hassam's inspiring lance pierces wholly through his chosen foe, but it's still wriggling on the hook.
Bold may go!
Hasty
Dioneo
Hassam 30' radius of Morale bonuses
Rogar -15, Silent
Black Echelon Operatives (Yellow -25)
Davorin -20, DC 16 Fort or Sickened and 1 Cha Damage
Ralph (Angel -9, DC 13 Fort or Sickened and 1 Cha Damage)
Undy
Ralph~ |
Wait a minute, who exactly is silent? Going to assume it's not near me for the moment.
"You hurt my baby! Not my baby! Get em Angel!"
Five Foot Step
Ralph steps to the side, making sure all his allies are within range of his next spell.
Standard Action
He casts Prayer. (Should get Rogar too as he is exactly 40 ft away)
+1 luck bonus to attack rolls, weapon damage rolls, skill checks, and saves. (-1 to the enemies, although the spell is mind-affecting so they are probably immune...)
Angel~ |
Fort Save (Prayer): 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Move Action
Growling, Angel walks up to the nearest one.
Standard Action
She tries to bite! (Targeting Yellow)
Bite Attack (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (16) + 12 - 2 + 3 + 2 + 1 = 32
Bite Damage (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d8 + 6 + 4 + 3 + 2 + 1 ⇒ (4) + 6 + 4 + 3 + 2 + 1 = 20
Grab Attempt (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 14 - 2 + 3 + 2 + 1 ⇒ (20) + 14 - 2 + 3 + 2 + 1 = 38
Davorin Blackridge |
Davorin looks down at his small wound before flicking the dart free.
Fort Save (DC 16): 1d20 + 11 ⇒ (17) + 11 = 28
Carefully examining his opponent he tries to recall any lore about them. "Whoever they are, they're undead and for that alone they need to be destroyed."
Kn: Religion: 1d20 + 8 ⇒ (4) + 8 = 12
Charging forward Davorin becomes a flash of steel.
Full-round: CHARGE! (no AoO) w/ free quickdraw of weapon as part of the charge action w/ combat expertise on.
Free: Quickdraw quickdraw shield.
Remembrance (2H, CE, Charge, Hassam Bonus): 1d20 + 10 + 2 + 6 ⇒ (4) + 10 + 2 + 6 = 22 Damage (Silver): 1d8 + 7 + 5 ⇒ (3) + 7 + 5 = 15
AC Adjustments: Charge (AC -2) + combat expertise (AC +3) + Haste (AC +1) = Current bonus +2 (AC 26)
GM Cwethan |
Only the people marked as silent on the initiative tracker are currently silent
Angel's vicious bite finishes off the damaged undead, and sound returns to the area around her.
Davorin however, is quickly shrouded in silence and a strange sense of lassitude as Hassam's words fade away. Caught off guard by the strange sensation, his blow lacks its full force, and the strange apparition manages to parry Remembrance.
Bold may go!
Hasty, Prayer, Inspired if not Silent
Dioneo
Hassam 30' radius of Morale bonuses
Rogar -15, Silent
Black Echelon Operatives
Davorin -20, Silent
Ralph (Angel -9)
Undy
Ralph~ |
Don't forget +1 for Prayer as well, in addition to Hassam's bonuses.
Rogar Valertis Alastoris |
Rogar steps away from the cloaked undeads and slashes again...
Power Attack roll 01: 1d20 + 20 + 1 ⇒ (12) + 20 + 1 = 33 → Damage roll: 2d6 + 16 ⇒ (1, 3) + 16 = 20
Power Attack roll 02: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 → Damage roll: 2d6 + 16 ⇒ (4, 2) + 16 = 22
Power Attack roll (haste): 1d20 + 20 + 1 ⇒ (5) + 20 + 1 = 26 → Damage roll: 2d6 + 16 ⇒ (3, 6) + 16 = 25
Undiana Jones |
Ralph Caster level check for Prayer vs Riddy SR 13: 1d20 + 8 ⇒ (8) + 8 = 16
Undy and Riddy move forward and together both cast spells, binding their energy together in a strange new amalgam that creates something new from the two spells' energies. Using Elemental Commixture teamwork feat
Undy casts Flurry of Snowballs, using his Mask of Conflicting Energies to make the snowballs into a fiery variety, and using his Water Shaping trait to select out Davorin's square. The 30' cone should hit all three of the clustered operatives, while missing all of the Pathfinders.
Meanwhile, Riddy casts Stone Fist but, instead of its usual effect, his spell is somehow subsumed into Undy's flurry of fiery snowballs.
Flurry of Snowballs, Fire damage: 4d6 ⇒ (2, 2, 1, 4) = 9 Reflex DC 21 for half
Secondary Effect: Reflex DC 21 or knocked prone. Whether the save is made or not movement speed is cut in half for 1 round.
GM Cwethan |
Rogar's target is more clear after seeing his movement on the map
Rogar's mighty blows tear through another of the operatives before Undy's hail of Magma Balls bowls the others from their feet!
Purple: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Purple: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Orange: 1d20 + 5 ⇒ (3) + 5 = 8
Orange: 1d20 + 5 ⇒ (9) + 5 = 14
The operatives rise, one shielded from retribution by a nearby well, the other merely hoping to withstand Davorin's Remembrance.
Two of them surround the eclectic warrior while a third advances on the glorious tiger.
And then they strike.
Sickle: 1d20 + 7 ⇒ (15) + 7 = 22
Slashing: 1d6 + 2 ⇒ (3) + 2 = 5
Sickle: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Slashing: 4d6 + 3 ⇒ (3, 3, 5, 4) + 3 = 18
Sickle: 1d20 + 11 ⇒ (14) + 11 = 25
Slashing: 1d6 + 3 ⇒ (5) + 3 = 8
Blood flows
Bold may go!
Hasty, Prayer, Inspired if not Silent
Dioneo (May post twice)
Hassam 30' radius of Morale bonuses
Rogar -15, Silent
Black Echelon Operatives (Orange -9, Purple -9)
Davorin -38, Silent - May take an AoO at Orange
Ralph (Angel -17, Silent)
Undy
Dioneo II Starnon |
Too bad, two attacks lost -_-
Dioneo sees that the undead do not seem incorporeal and draws a rod selective spell. He taps into his arcane divine power to fire a ball, ignoring Davorin as noted on the map.
Selective fireball, ref DC 22: 10d6 ⇒ (1, 1, 6, 3, 5, 3, 6, 1, 1, 1) = 28 Well, that's bad!
delay for now on the third round
Ralph~ |
Move Action
Ralph moves up near to Angel and within range of the enemies. I'll get ya girl if you get too low.
Standard Action
He fires a single shot at the easiest enemy for him to hit. (He has Precise shot and all that) (Targeting Purple)
Pistol Attack (Deadly Aim, Inspire Courage, Flagbearer, Prayer): 1d20 + 11 - 2 + 3 + 2 + 1 ⇒ (3) + 11 - 2 + 3 + 2 + 1 = 18 - Touch
Pistol Damage (Deadly Aim, Inspire Courage, Flagbearer, Prayer, Point Blank Shot): 1d8 + 5 + 3 + 2 + 1 + 1 ⇒ (6) + 5 + 3 + 2 + 1 + 1 = 18
(Counts as: Magic)
Angel~ |
Full Attack
She ferociously and silently tries to bite her enemy. (Targeting Red)
Bite Attack (Power Attack, Flagbearer, Prayer): 1d20 + 12 - 2 + 2 + 1 ⇒ (9) + 12 - 2 + 2 + 1 = 22
Bite Damage (Power Attack, Flagbearer, Prayer): 1d8 + 6 + 4 + 2 + 1 ⇒ (7) + 6 + 4 + 2 + 1 = 20
Grab Attempt (Power Attack, Flagbearer, Prayer): 1d20 + 14 - 2 + 2 + 1 ⇒ (14) + 14 - 2 + 2 + 1 = 29
Claw Attack 1 (Power Attack, Flagbearer, Prayer): 1d20 + 12 - 2 + 2 + 1 ⇒ (20) + 12 - 2 + 2 + 1 = 33
Claw Damage 1 (Power Attack, Flagbearer, Prayer): 1d6 + 6 + 4 + 2 + 1 ⇒ (1) + 6 + 4 + 2 + 1 = 14
Grab Attempt (Power Attack, Flagbearer, Prayer): 1d20 + 14 - 2 + 2 + 1 ⇒ (7) + 14 - 2 + 2 + 1 = 22
Claw Attack 2 (Power Attack, Flagbearer, Prayer): 1d20 + 12 - 2 + 2 + 1 ⇒ (15) + 12 - 2 + 2 + 1 = 28
Claw Damage 2 (Power Attack, Flagbearer, Prayer): 1d6 + 6 + 4 + 2 + 1 ⇒ (3) + 6 + 4 + 2 + 1 = 16
Grab Attempt (Power Attack, Flagbearer, Prayer): 1d20 + 14 - 2 + 2 + 1 ⇒ (6) + 14 - 2 + 2 + 1 = 21
------------------------------------------------------------
CRIT - Claw Attack 1 (Power Attack, Flagbearer, Prayer): 1d20 + 12 - 2 + 2 + 1 ⇒ (20) + 12 - 2 + 2 + 1 = 33
EXTRA DAMAGE - Claw Damage 1 (Power Attack, Flagbearer, Prayer): 1d6 + 6 + 4 + 2 + 1 ⇒ (1) + 6 + 4 + 2 + 1 = 14
Bards and Animal Companions... a match made in heaven
Davorin Blackridge |
I'm sorry, I didn't update my tag line because it fluxes so much but I put it as the last line in my last post - my AC was 26 last round if it means any of those blows didn't hit me (I think I saw a 25 in there). I've updated it this time.
Davorin grits his teeth with the blows and quietly concentrates as he swings at the moving skeleton.
Free AOO
Remembrance (2H, CE): 1d20 + 10 ⇒ (1) + 10 = 11 Damage (Silver): 1d8 + 16 ⇒ (5) + 16 = 21
Well my dice are cold...
Seeing how skilled they are, he continues to take a defensive stance as he swings yet again.
Full-round: Drop quickdraw shield as a free action then swing 2-handed with Combat Expertise.
Free: Quickdraw quickdraw shield.
5-Foot Step
Remembrance (2H, CE, Prayer, Haste): 1d20 + 10 + 1 + 1 ⇒ (6) + 10 + 1 + 1 = 18 Damage (Silver): 1d8 + 7 ⇒ (6) + 7 = 13
Assuming that's a miss, I'll use Second Chance to re roll foregoing all other attacks. Damage would remain unchanged.
Remembrance (2H, CE, Prayer, Haste): 1d20 + 10 + 1 + 1 ⇒ (11) + 10 + 1 + 1 = 23
Combat Expertise (+3) + Haste (+1) + Base AC (24) = Current AC 28
Hassam al-Rashid |
Hassam continues to inspire as he stabs at purple.
If purple drops, taking a 5ft step west and continuing on red.
power stab: 1d20 + 22 - 2 ⇒ (1) + 22 - 2 = 21 nat 1
damage: 1d8 + 25 ⇒ (5) + 25 = 30
hasty stab: 1d20 + 22 - 2 ⇒ (2) + 22 - 2 = 22
damage: 1d8 + 25 ⇒ (8) + 25 = 33
iterative stab: 1d20 + 17 - 2 ⇒ (18) + 17 - 2 = 33
damage: 1d8 + 25 ⇒ (4) + 25 = 29
GM Cwethan |
The 25 hit Angel, you were missed by one swing, and hit with a 26 by the other, Dav. Definitely appreciating the AC updates though - keep 'em coming!
Reflex: 1d20 + 3 ⇒ (12) + 3 = 15
Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
In a flurry of explosions, bullets, blades, and fangs the remaining undead are swiftly dismantled!
The Muckruckers have likewise dealt with the lesser creatures that hold this place, and with pride they replace the Black Echelon’s black banners with those of the First Guard!
Rogar -15
Davorin -38
Angel -17
***
Moving on to the Silver Crusade...
Ollysta Zadrian, leader of the Silver Crusade faction, cannot be found in the Grand Lodge. When you seek her out, you come across her finishing off a skeletal Black Echelon operative. She then motions for a group of citizens seeking refuge in an alley to move to a safer part of the city before she turns to you and idly cleans her sword of the slick of the creature's mist.
“I’m pleased to see you have come to Absalom’s aid in its darkest hour. As you may have heard, undead creatures have attacked various locations within the city, and scouts have reported that an army of demon-flesh abominations is assembling in the Cairnlands. The holy warriors of the Ascendant Court would be instrumental in a war against such holy creatures, and I have begun coordinating the faithful. I know Absalom is home to more of the faithful than I have seen. Most notably absent are Sarenrae’s blades, and my close ally Scion Lady Xerashir of House Shamyyid at the Temple of the Shining Star has not answered the call to arms. I can only assume that something has waylaid her and her comrades. My presence is required here, but I am trusting you to investigate the matter and lend any aid necessary.”
***
At the Temple
The smell of incense is heavy in the air at the Temple of the Shining Star, but it is ominously quiet in the vast Sarenite prayer room. Statues and other religious objects have been placed in concentric circles atop a massive sundial. Opposite the sundial is a portable lens-like device that seems to focus light like a magnifying glass depending on the angle to which it is set.
Minutes: 2d6 ⇒ (2, 1) = 3 have passed. Go ahead and deal with any healing or rebuffing in your first post
Rogar Valertis Alastoris |
Rogar hands his wand of cure light wounds to one of his friends and asks for help with the healing...
CLW 01: 1d8 + 1 ⇒ (2) + 1 = 3
CLW 02: 1d8 + 1 ⇒ (2) + 1 = 3
CLW 03: 1d8 + 1 ⇒ (6) + 1 = 7
Once they've reached the Temple of the Shining Star, Rogar starts checking the place for hints about what transpired within...
Perception check: 1d20 + 2 ⇒ (6) + 2 = 8
Ralph~ |
Wand of Cure Light Wounds (Angel) (x3): 3d8 + 3 ⇒ (5, 7, 8) + 3 = 23
Perception: 1d20 + 14 ⇒ (10) + 14 = 24
Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
...Ok then...
Ralph examines around the temple.
"Weird, some bodies got dragged here an' the tracks stop 10 feet before the sundial."
"Some conj'ration spell was used here, I reckon. Hrm. That include teleportation stuffs don't it?"
Undiana Jones |
As they enter the temple, Undy will cast Heightened Awareness on himself from a wand.
Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Knowledge (Arcana): 1d20 + 19 ⇒ (13) + 19 = 32
"How interesting. This lens - which appears to be portable - can be used to empower spells. One should aim the beam at a magical focus. If no one objects, I'd like to see if I can use this with my own magicks."
Spellcraft: 1d20 + 18 ⇒ (9) + 18 = 27
"Ah, of course. The sundial itself has been used - by someone - as a focus for some sort of powerful spellcasting. And all these objects here were intended to support some sort of conjuration. I suspect we may find that something most powerful has been brought into our midst here. Have a care."
Dioneo II Starnon |
Dioneo looks at Undy and nods with a grin.
"You have proven worthy of this trinket. I myself need no artifact to empower my fiery might." he declares, hiding his rods under his robes.
Looking at the sundial, he frowns.
"Does that mean the Sarenites are conspiring against Absalom? Or were this used against their will? Interesting..." he says.
Davorin Blackridge |
CLW Healing: 6d8 + 6 ⇒ (3, 2, 3, 6, 7, 5) + 6 = 32
Pulling out his copies of The Pathfinder Chronicles Extra Rounds (2d4 ⇒ (2, 1) = 3), Davorin begins examining the room.
Perception (DC23): 1d20 + 8 ⇒ (4) + 8 = 12
Kn(Arcana) (DC23): 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Kn(Religion) (DC23): 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
He points at the mechanism, "I agree, that lens there would seem to be required to focus the light. Summoning though, not teleportation though seems more likely just from the situation. I can't see them abandoning their posts."